Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why do 3e/3.5e modules suck?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 1474169" data-attributes="member: 63"><p>I ended up liking this plot, so if anyone actually wants to make an adventure of it (*knocks on wood*), please ask first.</p><p></p><p>Basic Plot: A coastal city is threatened by a hurricane. Winds in the nearby seas have been unusually weak for the past few months, but suddenly a hurricane has appeared. Some other pressing business keeps the PCs in the city (maybe going after a 'not-too-important-to-the-rest-of-the-plot' bad guy) long enough to see that the hurricane just stops and sits about thirty miles offshore, for a week. The city is drenched, and most of the inhabitants have fled inland, but various things beckon the party to stay.</p><p></p><p>1) Why the heck is the hurricane just sitting there?</p><p></p><p>2) Local Thieves' Guild members have assaulted prominent nobles that have remained in the city. Using a dagger that steals voices, the thieves are blackmailing the nobles. Possibly a noble friend/employer of the PCs hires them to track down a gem that supposedly once sat in the pommel of the dagger. The voices are supposed to be in the gem. Research-oriented parties can figure out where the gem is hidden by looking through the mostly abandoned library in the city; combat-oriented groups can kick thieves' guild butt.</p><p></p><p>3) Of course, the thieves' guild wants the PCs to find the gem, because it's hidden in a place with a Forbiddance effect against evil people, a prison that unfortunately flooded in the rains of the hurricane. The party has to go there and deal with the uneasy dead left from all the drowned prisoners. The gem was actually swallowed by a former thief/assassin, and he's still alive, able to breathe because the gem provides him air. He's managed to get free of his cel since the guards left, and has set some nifty aquatic traps.</p><p></p><p>4) The thieves' guild has been hired by the main villains. They need this gem, since they believe it holds the spirit of a long-dead air mage.</p><p></p><p>5) In the eye of the hurricane, a dessicated, rusted iron-plated warship floats as the villains' base. Sea and air monsters defend it, meaning the best way to get in is to hitch a ride on the thieves' guild ship when it goes to deliver the booty. They needed to conjure the hurricane to provide enough power to release the ancient air mage.</p><p></p><p>So, we've got a mostly abandoned sea-side city with lots of canals and eerie empty buildings. Cool. We've got a flooded prison to which evil people cannot willingly go. Cool. And we've got a giant storm just looming ominously in the distance. Cool.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1474169, member: 63"] I ended up liking this plot, so if anyone actually wants to make an adventure of it (*knocks on wood*), please ask first. Basic Plot: A coastal city is threatened by a hurricane. Winds in the nearby seas have been unusually weak for the past few months, but suddenly a hurricane has appeared. Some other pressing business keeps the PCs in the city (maybe going after a 'not-too-important-to-the-rest-of-the-plot' bad guy) long enough to see that the hurricane just stops and sits about thirty miles offshore, for a week. The city is drenched, and most of the inhabitants have fled inland, but various things beckon the party to stay. 1) Why the heck is the hurricane just sitting there? 2) Local Thieves' Guild members have assaulted prominent nobles that have remained in the city. Using a dagger that steals voices, the thieves are blackmailing the nobles. Possibly a noble friend/employer of the PCs hires them to track down a gem that supposedly once sat in the pommel of the dagger. The voices are supposed to be in the gem. Research-oriented parties can figure out where the gem is hidden by looking through the mostly abandoned library in the city; combat-oriented groups can kick thieves' guild butt. 3) Of course, the thieves' guild wants the PCs to find the gem, because it's hidden in a place with a Forbiddance effect against evil people, a prison that unfortunately flooded in the rains of the hurricane. The party has to go there and deal with the uneasy dead left from all the drowned prisoners. The gem was actually swallowed by a former thief/assassin, and he's still alive, able to breathe because the gem provides him air. He's managed to get free of his cel since the guards left, and has set some nifty aquatic traps. 4) The thieves' guild has been hired by the main villains. They need this gem, since they believe it holds the spirit of a long-dead air mage. 5) In the eye of the hurricane, a dessicated, rusted iron-plated warship floats as the villains' base. Sea and air monsters defend it, meaning the best way to get in is to hitch a ride on the thieves' guild ship when it goes to deliver the booty. They needed to conjure the hurricane to provide enough power to release the ancient air mage. So, we've got a mostly abandoned sea-side city with lots of canals and eerie empty buildings. Cool. We've got a flooded prison to which evil people cannot willingly go. Cool. And we've got a giant storm just looming ominously in the distance. Cool. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do 3e/3.5e modules suck?
Top